Remove prefix of filenames that is the same as the folder name. This used to help when #includes were using individual files, but now they are always relative to the cycles root directory and so the prefixes are redundant. For patches and branches, git merge and rebase should be able to detect the renames and move over code to the right file.
108 lines
3.5 KiB
C++
108 lines
3.5 KiB
C++
/*
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* Copyright 2019 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "blender/viewport.h"
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#include "blender/util.h"
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#include "scene/pass.h"
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#include "util/log.h"
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CCL_NAMESPACE_BEGIN
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BlenderViewportParameters::BlenderViewportParameters()
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: use_scene_world(true),
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use_scene_lights(true),
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studiolight_rotate_z(0.0f),
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studiolight_intensity(1.0f),
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studiolight_background_alpha(1.0f),
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display_pass(PASS_COMBINED),
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show_active_pixels(false)
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{
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}
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BlenderViewportParameters::BlenderViewportParameters(BL::SpaceView3D &b_v3d, bool use_developer_ui)
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: BlenderViewportParameters()
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{
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if (!b_v3d) {
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return;
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}
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BL::View3DShading shading = b_v3d.shading();
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PointerRNA cshading = RNA_pointer_get(&shading.ptr, "cycles");
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/* We only copy the shading parameters if we are in look-dev mode.
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* Otherwise defaults are being used. These defaults mimic normal render settings. */
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if (shading.type() == BL::View3DShading::type_RENDERED) {
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use_scene_world = shading.use_scene_world_render();
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use_scene_lights = shading.use_scene_lights_render();
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if (!use_scene_world) {
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studiolight_rotate_z = shading.studiolight_rotate_z();
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studiolight_intensity = shading.studiolight_intensity();
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studiolight_background_alpha = shading.studiolight_background_alpha();
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studiolight_path = shading.selected_studio_light().path();
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}
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}
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/* Film. */
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/* Lookup display pass based on the enum identifier.
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* This is because integer values of python enum are not aligned with the passes definition in
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* the kernel. */
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display_pass = PASS_COMBINED;
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const string display_pass_identifier = get_enum_identifier(cshading, "render_pass");
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if (!display_pass_identifier.empty()) {
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const ustring pass_type_identifier(string_to_lower(display_pass_identifier));
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const NodeEnum *pass_type_enum = Pass::get_type_enum();
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if (pass_type_enum->exists(pass_type_identifier)) {
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display_pass = static_cast<PassType>((*pass_type_enum)[pass_type_identifier]);
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}
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}
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if (use_developer_ui) {
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show_active_pixels = get_boolean(cshading, "show_active_pixels");
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}
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}
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bool BlenderViewportParameters::shader_modified(const BlenderViewportParameters &other) const
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{
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return use_scene_world != other.use_scene_world || use_scene_lights != other.use_scene_lights ||
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studiolight_rotate_z != other.studiolight_rotate_z ||
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studiolight_intensity != other.studiolight_intensity ||
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studiolight_background_alpha != other.studiolight_background_alpha ||
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studiolight_path != other.studiolight_path;
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}
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bool BlenderViewportParameters::film_modified(const BlenderViewportParameters &other) const
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{
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return display_pass != other.display_pass || show_active_pixels != other.show_active_pixels;
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}
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bool BlenderViewportParameters::modified(const BlenderViewportParameters &other) const
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{
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return shader_modified(other) || film_modified(other);
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}
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bool BlenderViewportParameters::use_custom_shader() const
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{
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return !(use_scene_world && use_scene_lights);
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}
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CCL_NAMESPACE_END
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